Order of War Review
Can another WW2 RTS game win over the hearts and wallets of gamers?
US, September 25, 2009

Order of War, a real-time strategy epic developed by Wargaming.net and published by Square Enix (always a good sign), lets players assume control of the American forces from Operation Overlord and the invasion of Normandy, or the Germans at the onset of Operation Bagration, Russia's final thrust into the hinterland.
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It shall be mentioned, though, that while more improvements are obviously appreciated, Firefight is ranking pretty high on the realism scale for strategy games as is. Before someone starts it: I know there are certain aspects that aren't doing too well, also despite having been in the game for a long time, but it's still doing better than many other games that make full-page ads about the 'realistic simulation' that later turns out as a fireworks display.

It seems that there is a limited number of maps to play on, with the enemy in the same positions every time. Even the first time the player can see where all the enemy are.

I would soon get tired of that.

In the demo mission, I wanted to use artillery. I could not do that, artillery support has to be "earned" by winning early victory points.

The air-strikes were hyper-powerful. American Thunderbolt blew tanks to shreds with their .50-cal MGs, even before dropping bombs.

The 3d sequences are nice to look at but . . . to my taste, they are not the game. I could buy a DVD of war docos if I want to passively enjoy something. The pleasure of a game is to inter-act with it.